RAMP TIER LIST for Commander | Ranking and Comparing the Most Popular Ramp Cards in Commander
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- Опубликовано: 12 июл 2022
- These are the most popular ramp spells in Commander, ranked according to how strong and playable we think they are! Follow along as we compare and contrast these spells in a way we haven't before.
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The green/non-green distinction only on talismans is not enough, the whole tier list could have been split in two: green/non-green.
Cultivate in mono green deck? Completely trash.
Cultivate in three colored decks? One of the best mana fixer.
I definitely see their point in setting apart the green mana rocks vs other mana rocks, but I still like having them around. Especially when creature based ramp might get shut down or actively impeded.
I play a Gruul signet in a red/green elves/dragons double tribal deck. Don't look at me like that, if someone wastes removal on a signet I'm winning out in that situation.
@@cabbagedestroyer1693 would cultivate not be better in a mono green deck as there is far more basics? I’m many of my three color decks I don’t run very many basics
@@odstp1tv1pr37 why would you tun cultivate in mono green when there are sp many better options? Unless you are doing landfall/ramp deck.
@@cabbagedestroyer1693 I do play mainly landfall, but other than sky shroud claim, nature’s lore, and three visits. What are the other directly better options? And how is cultivate better in a three color deck than a mono colored deck?
I think the talismen and signets are much different. Being able to use the talismen right away makes them much better than the signets
💯 agreed. The talismans are way better than the signets
Aight hear me out. Signets can also be used right away as they enter untapped, they only ever cannot be used the turn they are played if you have two mana. This means that this upside that Talismans have is only ever relevant on turn 2. On turn two their ability to be used right away would only be used to cast a 1-drop. But if you had a 1-drop it would have been played turn 1.
The conclusion to this is that the Talismans' ability to tap without mana is only ever a real upside when you have a one drop to cast on both turn 1 and turn 2, assuming neither one drop was a mana dork (because then you could just activate your Signet anyway). So my question is: how many times have you ever wanted to play two non-mana dork 1-drops turn 2 in conjunction with your mana ramp?
@@anonymoususer5351 ok, imagine playing a draw spell and having 2 mana left. amomg the cards you have drawn there is a talisman and a 1 drop. With the talisman you can play both. With the signet you have to decide. And these corner cases just pile up. Talismen already arent the cream of the crop, so this difference means make or break for me
@@anonymoususer5351 They also lead to awkward turns where you can't have the mana for Mana Drain/Counterspell, Necropotence, etc. The color filtering of Signets matters less as you upgrade your mana base. It's why a lot of cEDH decks don't run Signets but run Talismans.
Talismans are so much better. Especially as they act as a mana source without conditions vs requiring another untapped piece to use.
Found your channel recently but I love your content! Your videos have helped me build my first ever deck, keep it up 👍
That’s amazing to hear, who is the commander? 😄
wayfarer's bauble is 3, but I think it's important to note that its not necessarily 3 on the same turn. If you have it in your opening hand, you play a land, get it down, then it's still ramping you on turn 2. Unless you had a sol ring in your hand, you probably weren't doing much with that turn 1 land anyway.
Caravan Vigil and Primal Growth are 2 ramp spells that are criminally underplayed, and easy recommendations for decks that like sacrificing their own creatures. In the decks they fit, they're hard to beat for their costs.
Oooooo they could be great in my Ghave deck
Caravan Vigil is tech I didn't even know about. 1 mana untapped Rampant Growth with a really easy requirement, plus a pretty strong "alternate" main cast you can use for t1 mana fixing if necessary. Damn, that's strong in the right deck.
A lot of these are too situational to put on an objective tier-list. Like a lot of people have already said, faeburrow elder just isn’t the same in a 2 colour deck as it is in a 5 colour deck. Also applies to mana vault, etc.
Same with Nature's lore vs farseek. 1-2 colour deck, nature's lore is pretty good, 3-4 colours and Id rather play Farseek.
@@Basimilus completely agreed
@@Basimilus Nah, in any number of colours, nature's lore still destroys farseek. Duals and shocks make both of them 5c ramp but nature's lore comes into play untapped which often leads to lines like t2 natures lore > breeding pool untapped > mystic remora. The difference is pretty staggering.
I think you're undervaluing Explore and especially Growth Spiral a bit. They're mostly cantrips with useful text tacked on. You don't play GS to ramp, you play it when you have a counter or similar on hand and it wasn't the right time to use it
It’s all about that instant speed action
I personally prefer Explore/GS to Rampant Growth. It's better when mana flooded as it gets rid of one of your lands in hand and maybe your next draw isn't another land. From my experience, around 2/3 to 3/4 of the time Explore will ramp. Rampant Growth is always a land in your hand and always ramps but consider this - 3 Rampant Growth + 1 other non-land card is about the same (maybe slightly more) ramp effect as 4 Explore. However, 4 Explore will let you see 4 new cards out of which 2 should be non-land.
In sum, Explore adds less sudo-lands to a deck for similar ramp effect, while costing around 25% more mana (because more Explore cards must be cast for a similar ramp effect). This is better late-game when card advantage matters more and is also an additional reason Growth Spiral is good in control / reactive decks.
Note: Using Rampant Growth, a fetch, slims your deck's land count - increasing the chance of non-land, but this effect is very small in commander because the decks are so large. Drawing more non-land cards with Growth Spiral is more tangible card advantage.
26:15 As long as I'm S-Tier in everyone's hearts ❤️
I believe in you, Bauble.
First up (in our hearts) is Wayfarer's Bauble. It's great that you're back to being budget.
@@spurcalluth6300 Where I should have been all along! Plenty of me to go around ❤️
Get in my bulk pile you beautiful bauble
I play you in every deck it's okay sweetie
Great video! Been looking for a guide like this!! And fun to watch
This is a prime example why green never needed treasures
For the last time, inclusions are decided on what fits what, not on what is needed. Every color needs the things they are bad at and are plentiful in the things they are good at. Nobody goes "this is a prime example why black never needed more kill spells" and I think you might want to learn from them.
@@qwormuli77 treasures fit red or black or white alot better
@@zacharybecker8228 But green serves the purpose and aesthetic of mana generation. Out of clues, food, and treasures, treasures are the only one that make sense for it because there isn't any +1/+1 sacrifice artifact
Good content and great insights for people who might need some help figuring out what pieces they need. U do find it hard to talk about ramp spells without considering what's being ramped into. Of course in edh that becomes a bit of a dubious question as you're often ramping to be able to cast multiple spells a turn rather than a playset of a big thing you're almost always able to find. But the discussion of, for example, rampant growth versus cultivate for me tends to be the difference of running a 4 mana or maybe a 5 mana commander where I would never run cultivate in a deck where I want to power out said 4 mana commander. This is of course not the video to have that discussion but I would've liked a mention.
I put all my decks on Moxfield and it did help me get way more organized, and also helped figure out the expensive cards I could sell off
I haven't played (or watched your content) in about a year, but just saw this video and wow Joe you looking fab, I love it!
I think a nice little addition to video styles like this would be a card that you guys are surprised that is not in the top 25 cards
Been waiting for this one.
I like to use Thran Dynamo (for non green) and Lotus Cobra (Synergizes with green's land ramping and also if played on turn 3, can refund one mana if you play your land afterwards, which may help you cast colors you may be missing in your mana pool)
The youtube algorithm got it right in recommending this video/your channel. Great job on the content!
I was just thinking about updating the land base of one of my older janky-er decks, and this will help me get some good ramp
I think there is an argument that 1 mana dorks should be A tier and 2 mana should be B tier, simply because they do not tap on the turn they come in and they do die to sweeps. Their synergy with your deck not withstanding they are objectively worse than the best land ramp in a vacuum.
Would be cool to see a tier list for some of the more casual artifact ramp, i've found myself playing midnight clock, cursed mirror and strixhaven stadium recently when powering down my decks.
I saw the moxfield symbol & thought it was a trap I still didn’t see it coming lol
We are too strong with the ad placement!!!
Sad to see Springbloom Druid didn’t make the list this year! Although I can easily see myself running out of basics if I fully utilized that things power, and maybe that does hold it back, but I still think it’s better than Harrow.
Just not played as much as all these
Same with travelers amulet
I will defend Commanders Sphere in 4 and 5 color decks for mana fixing. Edit: I am building a 3 color, non-green, deck and I will make some changes to my mana rocks based on this. (Adding Talismans.) The deck I’m working on is Oloro, Ageless Ascetic, if you’re curious. 😝
Chromatic lantern is way better for mana fixing tho, Commander sphere is outclassed by both that and signet. Only reason to play it is if you have something that deals with artifacts being sacrificed
Sometimes I'll play arcane signet only in three color green decks where green isn't the dominant color. There's many times where I'll have green ramp in my starting hand but no green sources. Being colorless kinda gives it that edge in three color decks where Mana fixing is a lot more crucial. But yeah only play it if green isn't the dominant color.
I choose to run it anyway because it's untapped, playing it then another dork feels good
@@faultywiring1004 yeah definitely playable even in green decks
In 3+ colour decks its a bad choice to not play arcane signet. I own exactly 1 deck without arcane signet in it, and thats elves for obvious reasons. You need a very good reason to not run it imo, and just being in green isn't a good enough reason. I genuinely think people overrate land ramp
@@spudster8887 i've got a few rocks in my elfball. my local meta is very wipe-heavy.
@@Fausto_4841 my condolences hopefully your local meta gets with the time soon
Oh baby now this is a tier list I can get behind.
I have a question for you guys: during Commandfest Montreal, what days will you be there? I can most likely only make it on Friday, but I would love to see you two in person!
This is one of the best tier rankings I've seen for ramp. Great Job! The only change I'd make would be to change the "poop" category into "archetype-specific" - and then put cards like Mirari's Wake and Faeburrow Elder there as well.
Two other amazing ramp cards that didn't make the popularity cut are: Tempt with Discovery which in casual play basically says (3G: Search your library for any 4 lands including non-basics and put them into play) and Kinnan Bonder Prodigy is (UG: +1 mana ramp for dorks and rocks)
I missed Fertile Ground for me its right behind Overgrowth! Great vid and cheers!
You guys missed my favorite ramp spell. Retraced Image, from Torment, for the mono blue ramp. And yes playing it on turn one sets you back a card, but you're mono blue, you're going to be drawing all the cards anyways.
Land enchantment ramp is good because it's not usually enough of a threat to warrant single target removal and there aren't many enchantment board whipes. Plus not many people run land destruction and when they do, they target high priority stuff like urborg, cradle, maze of ith, etc.
Yo, Joe, fresh new cut! You're looking fresh and clean, props to your barber!
Would have liked to see your thoughts on some of the more recent ramp like deep gnome terramancer, archaeomancers map etc and where they would fall in this list
I think it could be argued that they are more of counter ramp cards than actual ramp, as they do better with fewer (land) ramp cards in your deck and don't get you ahead by default. In decks without land ramp, though, they're really, really, strong.
Beezy, that fast mana convo happened at commandfest while you were playing with me in a four pod. I’m the guy with the mono white deck with all the 0 drop mana rocks. Lolz
Nice, a video and it's my birthday =D
Mirari's Wake is not ramp, it's a wincon :)
My niche use for Faeburrow Elder is that it goes infinite with Najeela (not a high bar to clear, I know) if you also have U and B permanents out! The vigilance is the key, as you can declare it as an attacker, then tap it for the mana to activate Najeela, untapping it.
signet and talisman in the same square is tuff cause getting your 1 mana on the turn you play it can be huge
Where does sevinnes reclamation fall? One of my favorite ramps!
Could you please keep a small image of the card you’re talking about underneath the video window for the duration that the card is being discussed? Tyia
You mentioned a lot about how Harrow works for landfall decks, but don't forget about the power of Harrow in graveyard decks! There's plenty of decks that are just happy to throw a land into the bin incidentally, and Harrow is more than happy to oblige.
Yeah I can’t imagine cutting Harrow in gitrog
A very underrated ramp card in my opinion, is priest of titania, it not only taps for your elves dorks but also your opponent's. You can easily get 4 mana by turn 2 with it
Elves of the deep shadow is the newest mana dork I found that I love now
There is a difference when playing more colours. Faeburrow Elder for example in a five colour deck ist very different than in a selesnya one.
In general i think magic is too complex for these tier lists, no matter how popular they might be.
I don’t think most people are making deck decisions based solely on a tier list. They are just a bit of fun
I believe there is one mana ramp method that was not mentioned and doesn't get mentioned nearly enough... COST REDUCTION... stricly superior than rocks in my opinion based on how cumulative it is, so mentioning at least the amulets would've been nice...
Ps: Suggestion on a video either on cost reduction, or previous staples and the cards that pushed them away
They said at the beginning that it's just the most popular stuff on edhrec which the amulets aren't bc of price (wotc pls).
Goblin Anarchomancer is a budget allstar for me and good for many non-budget deck, too.
I like that you said we couldnt guess when Moxfield plug would come but then you had it visible in alphabetical order from the start. 🤣
Hair looking clean Joe
Man I haven’t played as much magic since the pandemic started. Love your content.
Must say I just watched a video from 2 years ago and Joe looks like he has lost some weight since then. Keep up the great work.
Liked the video. What about mana vault??
What do you guys think of „Rampant Rejuvenator“?
I knie 4mana Ramp cards are not really good, but the Potential that that card has is just so big.
I personally play it in my Mazirek Sacrifice Counter Deck. Through my Commander and other Support cards I can make all my Team including the Rampant Rejuvenator really big and then make it hard for my enemies to swipe the Board cuz otherwise I’ll just get even more value through ramping and filtering out so many lands of of my deck. Oh and not to forget that those Lands come untapped
Even exile effects are useless against it because I always have a sac outlet ready and wait to Play my Commander and other cards that wanna get big quickly until I’m set-up
Beezy's smile is very infectious
One piece of synergy that places the land auras above dorks for me is land untappers. Kiora's follower, voyaging satyr, some versions of kiora, garruk wildspeaker, franctic search... I've found myself building around that kind of ramp package more often than the usual suspects of three visits, sakura, etc. I even end up including the other land auras that cost more a lot of the time.
Vizir of the Sands
I like the 3 Mana fetch a land dorks like wood elves and Farhaven elves in my Adrix and Nev deck (with a landfall subtheme ofc) as all my 2 Mana ramp is either a spell or just Steve anyway, and it's great to have ramp options that synergize with your commanders gameplan
Steve deserves his A-tier spot, put him under mimic vat!
Who the f is Steve
@@sharkmanyt4431 sakura tribe elders nickname is steve
I love fetch-dorks (even that one from... m19? m20? The elf that fetchs from the top 5 cards) in my Vaevictis Asmadi, the Dire deck
The synergy is amazing and my playgroup is balanced in a way that 3 mana ramp isnt as harmful as i see people saying
@@spudster8887 oh yeaahhhh
Sad Robot below Cultivate? Did my boy dirty
Utopia Sprawl and Wild Growth are great because they so innocuous. People save their spot removal for bigger targets so they're sticking around unless there's a wipe. I undervalued them for a long time, and now I slam them in every deck I can
I only have Faeburrow in my Reaper King commander deck. It's the only place I've found a home for it despite loving the card.
Moxfield needs to make an app!
Its a kinda specific ask, but id love a generic tribal support tier list!
The best cards that can support any tribe (assuming colors)
Shout out to my fav mana rock:
Inspiring statuary!
I love me some tapping my equipment for mana!
Or treasures, or vehicles.
Dumping all that mana into a nice x spell like genesis wave or a fireball effect
I think that Cultivate and Kodama's Reach become more valuable in decks with a critical mass of 1-mana dorks. It's much better going turn 1 dork, turn 2 Cultivate than turn 1 dork, turn 2 Three Visits.
But if you have mana dorks, you probably have either creature or graveyard synergies. Those decks would choose 3 mana creature ramp and spells like Primal Growth, which benefit from the same mana cost.
@@qwormuli77 Yeah, also. Depends on the deck and on how many ramp spells you want!
I know this will be a weird one, but Victory Chimes is secret tech ramp IMO. I've been using it in my oloro deck and man, getting the big guy to draw EVERY turn for basically free is insane. Ayli activating every turn is like psudo board wiping. Pretty much every 1 colorless mana activated ability becomes 3 times as powerful with Victory Chimes.
Moxfield really is the best ramp spell. Glad you guys were able to highlight that 👍 PS. Mr. Cherries, Loooookin’ Gooooood bb! Whatever you are doin’ it’s workin’ 🔥
Awww thanks for the compliment means a lot to me
I definitely don't agree with you on talismans, but I understood the point you were making. In off color decks however, they are impressive. Baiting out removal on my artifact ramp is top tier, although I find my opponents wait for my better artifacts and enchantments anyway.
Mind stone draws you a card and taps for colorless while talismans color fix in non green decks, saving you space for more spells. How are they poop???
Sooo as a newish commander player, if I play a lot of 1-Mana Dorks, do I still play the 2 mana ramp spells over cultivate/kodama's reach? I mean a turn two cultivate seems better than a turn two three visits.
If you have a consistent way to play mana dorks on turn 1 you can jam a bunch of 3 mana ramp in your deck no problem!
If you almost always have 3 mana on turn 2 it is usually better to play the most powerfu or useful/synegistic 3 mana ramp than 2 mana ramp
Hey dudes, I was wondering of there's a reason you don't keep the card you're talking about up until you're ready to place it. If you're not watching the video straight through, it gets hard to follow what you're talking about.
Happened like 3 days ago:
Turn 1: Island, Solring, Arcane Signet
Turn 2: Coral Atoll (bouncing the Island), Thassa God of the Sea (Commander)
Turn 3: Island, Caged Sun
Turn 4: Island, Expropriate (gaining control of all commanders and table surrenders)
After that game Expropriate got banned from my playgroup.
Now was it the Expropriate or the Sol ring that caused the problem?
Expropriate
Both.
Edit: Props on that Thassa as a commander, though. Have had one bouncing around since OG Theros and haven't actually though about helming a deck with it. Might you have a list for your deck anywhere?
I thought the Moxfield plug was going to be Mox Diamond!
So I heard something with sakura-tribe elder with skullclamp. Do you get the 2 draw and the land if you put skull clamp on sakura-tribe elder?
Not by default. SBA makes Steve die before you have the priority to activate and sac him, so you just get the two cards. But any toughness boost does enable that play and nets you the land. Still a great option for the late game, though.
Try Bequeathal
I bet the moxfield ad is somewhere around 16-minute mark
Two minutes off, ain't bad for a first shot at this mini-game)
I reduced the decks in which I run cutivate. I agree that 3 mana ramp is just kinda bad atm (which is a real shame, since I love the slower commander gameplay). But the upside of cultivate, when you don't have lands lands in hand just feels sooooo damn good. In that sense nature's lore feels kinda bad, since if you dont have a land in hand you just payed 1 mana for your land drop. Don't get me wrong 2 mana ramp is better, but the feelsgood part of 3 mana can be kinda nice
I am watching this and realising how much of a "ramp privilage" i have playing Derevi (not stacks for god's sake).
Not surprising me, moxfield had its own image!
You were shocked!
Haven’t watched the video but you already KNOW the moxfield ad is at 16:32
Close but NO CIGAR
@@NitpickingNerds The grind never stops 😤
I definitely think the green signets/talismans work well in 3+ color decks because they are the fastest unrestricted casting cost that won't punish you for not having a forest in your opening hand.
With five (and to an extent four) mana decks I can see your point, but if your three color green deck with green ramp doesn't have a green heavy manabase to employ that ramp and subsequently fix itself, what are you doing with your manabase? And most 5 color decks tend to require (IMHO) really pricy manabases to not constantly sputter, which tends to fix that with the power of hundreds of dollars in cardboard overpowering signets by default.
I don't think the fear of harrow getting countered is justified for where it is on the list. At least in my group and LGS people save counters for the big game winning stuff
Shoutout to my man Dreamscape Artist, the jankiest blue ramp you ever did see
I have him in an Oskar deck, and he is SOOO good there
Big disagree on faeburrow elder, in your 3+ colour decks its realistically another bloom tender. A 3 mana dork thats tapping for 3+ mana per turn? Thats a threat that people have to deal with or you will get out of hand pretty fast. Also putting skyshroud claim above it is kinda funny, when skyshroud is EXTREMELY clunky, to the point of basically being unplayable unless you're a lands deck. If 3 mana ramp isn't where we wanna be, 4 mana ramp is in the realm of wouldn't touch it with a 10 foot pole.
I was going to say this exact thing. Honestly, decks with white and want bloom tender would also run faeburrow. In those decks its 80% as good.
@@ed8054 Another card i think far too many people sleep on, outside enchantress is sanctum weaver. If your deck has like 7 other enchantments, slap her in your deck. In casual games, i think people heavily underrate ramp that will scale with the game
@@spudster8887 I can agree with that. Sanctum weaver also has the benefit of going infinite with tons of stuff. I will say it depends on the playgroup though. Ive played with groups where they all have tons of removal for all kinds of permanents, so artifact ramp was useless. Wayfarer's bauble was S tier in that game lol.
@@ed8054 The way i see it is, if they're blowing their removal on my ramp, im just going to combo off in their face once they're down expending said removal haha
B for faeburrow elder for sure
You guys should a get NN stickers to go over the hp logo on the laptop until they're a sponsor :)
Into the North? B-? Similar to Farseek but can get a forest as well but with negative of requiring snow land targets.
I actually think that Into the North is also better than Farseek, since in addition to snow duals it can also get Dark Depths, Faceless Haven, or Scrying Sheets, should those things matter :)
@@sailorforce dark depths is complete and utter crap in commander, and so is faceless haven
What about burnished hart, clock of omens, ever flowing chalice, and jeweled lotus
What's everyone's opinion on Veteran Explorer? I wanna know.
Crucible of Worlds should be included here imo. Love this card.
Thoughts on Traverse the Outlands?
Moxfiekd solid S tier. If I start with a battlefield full of moxen I’m gonna run away with that game quickly
I’ve gotten good returns from *Springleaf Drum.* Any creature you have can be a hasty mana dork for the turn.
It needs to be in the right deck, but I always love to see this card in my rat or goblin decks.
Springleaf drum is frickin GOOOOOOOD
what about mana vault, grim monolith, even everflowing chalice????
3 CMC ramp is good in green because you play dorks and curve into it.
T1- Llanowar Elf (or variants) into T2- Cultivate is a freaking power move.
why not turn 1 Llanowar Elf into T2 Nature’s lore, get a shockland, and play something like DRC or Skullclamp? 2 mana is just better than 3
I like Springleaf drum in token and aristocrat decks.
Wait, no Search For Tomorrow? It's a great turn 1 ramp spell! It's at least B tier by approximation, but could be higher
Easily as good as Rampant Growth for most decks and often better. Especially good on a budget, as now-a-days it costs cents.
I think the fact that Mirari's Wake enables explosive turns after you untap with it should help give it a higher rating. Sure, I understand your rationale for saying it costs 5 mana, then you untap with it and get the mana back and are only "breaking even", but now you can cast spells up to 10 mana value, or up to 12 if you play an untapped land on that turn. Casting spells up to between 10 and 12 mana are game changing/winning. Mirari's Wake may be inefficient to cast as a sort of ramp spell, but if not dealt with can win you the game shortly after.
Agreed. People tend to consistently forget the heavy upsides of stockpiling mana or splitting mana costs, while still remembering the heavy disadvantage of large single costs. It goes both ways.
Mirrari's wake is still a risky investment, though.
It's also an anthem that helps token decks alot
A lot of ramp is very deck dependant. In my Atraxa deck, I'd much rather use cultivate and kodama's reach than mana dorks, because most dorks make green only, while these two, while slower, fix my colors. Since in my group, we don't run expensive lands. So fixing colors, even with basics, is really good. And Atraxa is 7, so I have plenty of time to ramp up with 3 mana ramps.
Command Sphere is still really good in 4-5 mana decks, or any deck that doesn't run green.
So yeah this topic is very debatable with each and every deck.
I think Wayfarer's Bauble gets a lot better, the less taplands you run.
The strength of the Bauble is that it's basically yet another 2 mana mana rock, cause you likely don't have a t1 play in your nongreen deck anyways. But with a somewhat budget manabase, it's more than likely that a tapland will be your t1 play. Sure you might be able to delay that tapland, but if you do, it will just be awkward to play later. That's why I often prefer 3 cost mana rocks, also because you can also go really synergystic with these.
Ornithopter of Paradise would be a mana dork right? Liquimetal torque ftw :)?
I think they were only rating the most popular ones on edhrec, otherwise this would've been a 3-hour video lol
@@Sinistra359 gotcha ok. Underdogs ftw
Lets get another list and include more creature ramp like, somberwald sage, joraga treespeaker, goblin archanomaster, selvala, shaman of forgotten ways, Thran dynamo, Mana vault etc.
My Grazilaxx Deck out ramps green Decks sometimes because of sad golem.
The moxfield ad will be at 19:38
This guess was done at 1:25
I will reply when I get it right
pretty close, i was hoping you'd go on ranting about Dylan to win for another 30 seconds so that I could say my timestamp was at least within the runtime of the ad...
Nitpicking nerds posts something
Me: 🥳🥳🥳🥳🥳🙌🏾🙌🏾🙌🏾🙌🏾
Commanders Sphere shoud bottom of C. Ther is few stuff that i think you missed.
1. The Draw aspect is even more imporent if you draw it late game - this makes it not a "dead" card late in game.
2. Its super "cheap" in $ - i know it dosent metter in them of power. But this one is really cheap - you can like get 1 for each of yours deck and still spend less then 1 good meal :D
3. I dont know why but you never cosider that it cost "zero" colored mana... thats a super importent for lower power level multi colored decks... better then any Green Ramp for thoes deck.
I use mana rocks in my ich tekik and armix filagree flasher partner deck for obvious reasons lol
I think your evaluation of green signet and talisman is a bit off, first it’s fixes you if you don’t have acces to green mana which happens sometimes it’s 2 mana colourless untapped can lead to crazy turn with sol ring
Agreed.
You missed traverse the outlands, animist's awakening and shard convergence. yes, the traverse costs 5 and is dependent on a big creature out but in the decks, it fits in like hydras and or borbarigmose it grabs 7-infinity basics for 5. animist is a x spell that looks at lands from the top of your deck but in a hydra and or borbarigmos deck it's going to hit several and they don't have to be basic. shard convergence cost 4 grab 4 lands. i use it to grab triomes in big dragons.